Stellaris shield penetration. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Stellaris shield penetration

 
 Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS soStellaris shield penetration  Component

Ideal for intercepting, escorting, and dogfighting. To combat this, you’ll need to beef up your fleets as much as possible. It basically boils down to the armour penetration, shield penetration and hull effectiveness. maybe some space fauna or raiders come and lower one, and the other one kills it. So if you got shield hardener, then 25% is dealt to shield. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". - Empire-wide "Psi Shields" flag which gives -200% penetration against your ship shields when you take Transcendence. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. , stuff with %100 Shield Penetration and %100 Armor Penetration. The only way to stop the Unbidden is to destroy the Extradimensional Portal. If you want to disable enemy shields, the saturator X weapon is the best at that job. 2 fleets. In Stellaris, if you lose the fight for the system, thats generally all that matter. It's pretty noticeable in a fight 1 vs. but with the new system it seems like you have to make huge sacrifices in weapon or support system quality to make a shield build work, while armor is essentially free. ago. this gives you a lot more time to defeat the portal. In the time between the Ghost Signal's appearance and that of the first Contingency ships, the best way to prepare is to refit your navy to fight the Crisis. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). Absorbent shield : Unless there's an unlisted modifier somewhere, there's no reason to ever use kinetics—they're just trash. ago. Component. Arc emitters: 100% accuracy. Armor - normal, needs to be destroyed before hull damage starts. Its DPS is 4. While cloaked, ships can. Missiles are best now. From this we gained the knowledge on how to construct the most horrific of weapons: Focused Arc Emitters. Armor is still very effective at countering them than shields. shields, lower dps compared to kinetics). The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). Large. . All their ship are low hull/high armor/medium evasion craft (similar to vanilla Fallen Empire ships but without shield) but before you try to. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. But next I found out "penetration shield 50%" and realized, that this is something wrong. First destroyer fleet lost 19 ships and the remaining hull was 40. Stellaris > General Discussions > Topic Details. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. Is it that 50% of the damage goes to shields and 50% goes to armor/hull? If so, a little useless, since almost all ships have more hull than shields. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Shields are probably the better option, since stacking armor on small ships is futile. 0 (当前最新版本:3. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shieldThe Unbidden use the highest tear generators and shield, but have no armor. CryptoDoes any one knows the difference? Some examples would be great. < > Showing 1-5 of 5 comments . 44 MB. −20% armor penetration. So, I just realized in another thread, I don't actually know how MD 50% shield pen works. great importance to defense in tactics. I am new to Stellaris (got it in a Humble Monthly Bundle) and last weekend I started playing it. With the occasional situational exception, of course. changed effect for shielded worlds (added shieldworld mk 2 effect to the vanilla one) a second tech to get an improved version of the shield generator. While Stellaris’ 4X-flavored. Stellaris > General Discussions > Topic Details. • 2 yr. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. So if you got 2 shield hardener, and one armor hardener, then 50% damage will be taken by the shield, and 25% will be taken by the armor, and the remaining 25% will hit the hull. 带有装甲穿透效果的武器,穿透效果百分比的伤害将无视装甲。. So for a somewhat new person like me this sounds fantastic and that I should basically only use those weapons. 25 days. The other version is "%chance to reduce any damage from penetrating at all" but I don't. While this can be nice, it means that it isn't contributing to taking down the enemies shields, and so if you have one weapon with 100% shield penetration and other normal weapons the normal weapons will still. They are called Space Torpedoes. 1- They spawned really close and the endgame crisis didnt even take 2 years. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. I am about 70 or 80 years in, have 22 worlds, a 5k strength fleet, and researched 50 or 60 techs so far (though I suppose only the 15 or so physics techs count), I don't think I've seen point defense. It does but if you modify battleships, titans and juggernaut for armor and shield penetration (Cloud lightning for L slots, focused arc emitter for x slots) you literally engage and shoot across a whole system. Niche-Purpose Ships (READ STRENGTH/WEAKNESSES &. Another option might be a shield hardener or make armor work against both hull and shield damage (move towards. Probably ~ the same usefulness as Tachyon Beams. 75% armor penetration 75% Shield penetration and 120 range as well as a high damage ratio. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). 50, vs Gamma lasers at 6. Driller drones have some problems, but are awesome in no shield systems. Plasma = 100% Armour penetration. 1 comment. At present smaller weapons are better in most ways, other than range. As with all grand strategy games from Paradox, Stellaris features a large number of mechanics and systems, which can feel overwhelming for those new to Paradox games or grand strategy in general. 15. I’ll stack a range-aura juggernaut in with them. And also people dont care much for shield penetration, they have SOME quirks, but its very hard to build a 100 % shield pen fleet (if not impossible) so you are dealing pointless dmg with your shield pen because youll work through the shield anyway, or youre dealing pointless dmg to the shield because the shield. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Sins of the Prophets needs to add some new army units just as flavor text for ODSTs and Spartans. Best. maximize weapon range though admirals/policies/shield build spam cheap naked corvettes, their entire purpose is to die so your battleships don't, keep making and replacing themHello everybody. Cool. Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. These are also stack. Who knows how many galactic cycles it had been in place before it. 2 - 3 Generator Habitats. Corvettes might be better than cruisers just because if they get in range they're toast either. Doing some tests against the contingency. They also have 50% armor penetration, so armor will be less effective. None of their ship ever produce debris and their ship configuration is quite deadly. So after looking in the ship behaviour i found that there is actually a modifier in the targeting behaviour for the ships to focus on shields and armor,. Callinicus. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Stellaris Real-time strategy Strategy video game Gaming. As time of writing (patch 3. Stellaris Real-time strategy Strategy video game Gaming. 33% reduction, it's 33. Also, get lots of shields since the Contingency's weapons suck vs shields. I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). 8-15. and it feels like such an all or nothing type of weapon build that any weapon that doesn't have full armor/shield penetration is a waste. Penetration means it completely avoids the health bar and will directly damage the underlying bar. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. For example strike craft and missiles will skip the shield HP and directly inflict dmg to armor -> hull. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). Kinetics only get like +15% penetration for medium and +30% for large size. So two m-shields are strictly superior to one l-shield. Mathematically, these weapons have the highest DPS in game against most endgame enemies. Alle Diskussionen. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. I had success using corvette swarms with crystalline hulls and then backing them up with Destroyers, Cruisers and Battleships which utilized Torpedo weapons, Laser weapons, Arc Emitters and Shield disintegrators and some plasma. In order for an entire fleet to be cloaked, every ship within the fleet must have this tech in its auxiliary slot. From this base ground we could have more interesting balancing of weaponry? But that will be probably be done in some mod instead. shadowtheimpure. So if a weapon has 100% shield penetration and 100% shield damage, does this mean that 100% damage is dealt to the shields and additionaly 100% to the hull? Or does it mean that 100% of the damage bypasses the shield (the shield will not be. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. 9%. but i do not see any numbers on the resistance or whatever for any of these, shields just have shield points, they do not say why they are good at stoping energy weapons, or armor against kenetic. In this video I explore the effe. But next I found out "penetration shield 50%" and realized, that this is something wrong. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. Stellaris > General Discussions > Topic Details. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). All of it is quite nice, but extreamally flat (tho, shields should not be fully. Armor, that stand in a way to hull. Jun 15, 2019 @. Honestly shield penetration and armor penetration is pretty amazing. . −5% accuracy. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. Yes, but that doesn't matter too much. Shahadem Jul 7, 2017 @ 5:14am. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). Obviously the end game weapons are mostly* large slot only, and the shortest range is the rapid fire missile launcher. I tried everything, strikecraft, artillery, energy weapons, etc. Does any one knows the difference? Some examples would be great. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. Fun fact. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. . 8) melt. Stellaris. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. Small. EVER. You can still call it penetration. Plasmas beat pretty much everything due to their ridiculous armour penetration - theres a reason FE's use them. The only quibble I might have with it is that penetration is often overpowered. These include ignoring a set percentage of armor which have the following values: 10%, 15%, 20%, 30%, 50%, 60%, 66%, 80%, 90%, 100%. 26. The best wiki to get the latest updates and tips on the mobile game Stellaris: Galaxy Command!. Stacking a few of them makes small ships very durable with the flat shield and armor bonus. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Designed to achieve space superiority and enable strategic bombers to complete their assault missions. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. 索林原虫( ),又称“虫群”、“索林虫”、“普雷索林”,开发者代号为“swarm”,是《 的一种。. 4. Go to Stellaris r/Stellaris. ago. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 34 comments. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. It destroyed the end game combat, it makes all the shield and armour technologies you have spent the. Forty battleships have been equipped with. Spare_Development_64 • 1 min. - Gourmand in energy and is inefficient under a firepower too important. Tried again, happened again. Weapons: As an added bonus for those using the mod Extra Ship Components NEXT, almost all weapons in this mod have two additional tiers if that mod is activated. Just imagine it exploding outwards and back on the superweapon. I've had trouble figuring this out exactly, but this is what it looks like. 5 multiplier. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. They're more effective the more shielding you have on the ship. Shield strength, against full shield penetrators, is given by. I've had trouble figuring this out exactly, but this is what it looks like. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!I tend to build in the following order: 2 Generator Habitats. Shields are basically extra HP, damage to shields isn't affected by the armor stat. 该项目已经被移除游戏或未被更新 最后更新的版本为:2. Hello everybody. According to the official Stellaris 3. All targets have no weapons. Consumes power. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. Shield Penetration HP PROT SDEF Attack Range Effect Range Building Area Rank 1: 2 400: 162: 2,67: 37%: 37%: 187 500: 70: 187 500 150 500 50 Rank 2 3 600 162 2,67 37% 37% 270 000 72 270 000 150 500 50 Rank 3 4 800. But if some torpedoes do get by, I wonder what is the. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 5 days. 100% Shield penetration = Ignores shields (no damage at all to shields). Have Psionic Shields be non-bypassable. 1) the AI doesn't build shield hardeners so focus on penetration weapons, fallen empires are weak to Hybrid-Battleships and Artillery-Battleships. Hello everybody. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). Jun 15, 2019 @ 11:14pm Missiles 100% Shield Missiles do 100% to shield but i haven't seen any missile damage to shields in the last couple of single player games. 2 Forge Habitats. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. Now say, 30% shield hardening cuts Disruptor damage by a third. First of all, they gain even more bonus damage against Shields, and some minor Armor penetration. 09 0. I'm not a fan of this new type of ship parameter. Compare with Marauders : +25% hull damage, 20 dps. In general, vs Kinetics, Disruptors, strike craft and trops. The building ON THE RING shouldn't project a shield onto the planet, but the planet should still be able to project its own shield. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. For instance, if the enemy fleet is composed of mostly battleships with low tracking L weapons, then you should build a fleet of small ships with swarm combat computers fitted with weapons like Devastator Torpedoes and. But next I found out "penetration shield 50%" and realized, that this is something wrong. shield_damage = <float> shield_penetration = <float> armor_damage = <float> armor_penetration = <float> Determines the damage efficiencies and. If you don't have cloud lightnings you might want to switch to a giga cannon + 2 artillery + 2 neutron launchers or 3 artillery +1 neutron launcher. As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. 8-15. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. wpmaura. 14 0. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. spacemanspiff30 • 4 yr. All Discussions. All Discussions. Destroying the Portal earns the Rift. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. I tried everything, strikecraft, artillery, energy weapons, etc. My fleet is getting totally destroyed, i have 29k and he has about 24K power rating, sorry if there's too much info but i guess, better safe than sorry. Shield hardeners are a new defensive technology in the upcoming 3. 5 days. E. The shield hardening components kind of revive the shields back to their older glory. Just don't expect much from Corvette shields. Jun 15, 2019 @ 11:18pm "penetration" #1. Small Disruptor (The most accurate): 82% base, 96% Max -> 15. So basically, Armor and Shield contribute more than Hull, and the damage of a weapon takes into account things like penetration, vulnerability to PD and more. ago. Stellaris. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. Shield Penetration is stupid . In terms of armor/shield balance, I find a 2:1 ratio works best. Stellaris Real-time strategy Strategy video game Gaming. 45% shield penetration. This gives a 3:2 ratio, and is roughly balanced with the 3 L weapons being better against low-evasion targets and 2 H weapons being better against high-evasion targets. Projectile and Missle Weapons. Stellaris does not use the standard technology tree that most games use, instead it presents you with three randomly selected options. 2x damage against corvettes and frigates, 3x damage against destroyers, 5x damage against cruisers, 9x damage against battleships. And so is born the fleet of the 170 torpvettes. 420K subscribers in the Stellaris community. Trying to add shield graphic to the planets and activate by decisions or event but didn't find a best way. 这些自称“沙巴纳什( Shabanash )”的高维入侵者被本次元物种称为“ 破界者. 1- They spawned really close and the endgame crisis didnt even take 2 years. 50, vs Gamma lasers at 6. Stellaris. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. Hello everybody. In addition to that, explosives tend to have Penetration. 6 update. 8) melt. Nov 16, 2023I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very. Gatlings Swarm The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". It's pretty noticeable in a fight 1 vs. A crisis is an event that threatens the entire galaxy and all life within it. I'm trying to counter enemy fleets but I'm not doing very well. Overclocking - Increased ship fire rate and speed at the cost of reduced ship shield strength. Damage redirected to the hardened component. I ragequited after the battle, and than reloaded the save. 概述. The anomaly generated "shield world" is actually in a time loop. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. Large Auto is range 30 as well of course, but. Stellaris Dev Diary #312 - 3. The shield hardening components kind of revive the shields back to their older glory. Only larger weapons, medium and Large types get a small increase to armor penetration. ParasiteX Apr 21, 2017 @ 9:12pm. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. , stuff with %100 Shield Penetration and %100 Armor Penetration. Against other AI empires I’m just going to assume you can out-economy them and out-micro them to the point where ship design barely matters. I have always wondered whats the point of having penetration. You extinct anything before they get too close. csv Looks like they have potentially powerful shots but no tracking and they can take a while to fire. Shields are basically extra HP, damage to shields isn't affected by the armor stat. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. It'd be a considerable hard counter. They are very good. 30 per day/tick). 6 Armor/Shield Hardening was introduced and I think a very effective solution to the insane prevalence of penetrating weapons is to give these weapons HEAVY penalties to. When you have a shield hardener, they are practically not working from suspenion shields. They sound better than they really are, for which I am thankful. +100% armor/shield penetration (this seems to be a bit glitchy, as even though the weapons have a base armor/shield pen of 100% they still are dealing damage to shields/armor) the united flare is their super weapon, which deals 8 million to 10 million damage per shot at 1,000 range with perfect accurarcy+tracking and 150% shield/armor pen. Disruptor = 100% Shield penetration. 装甲的优点在于能够. In addition to that, explosives tend to have Penetration. • 1 yr. they probably will die at some point. Missiles have 100% shield penetration like fighters. Playing through the end-game and I've noticed that the repeatables are heavily skewed in favour of energy weapons and shields. Some weapons penetrate armor or shield or both, and those can just go straight to the “destroy ship” stage, but they usually have other issues that make them less than perfect solutions to enemy. Unfortunately by the time you research your own fighters most people have some PD, so carriers are better at defending against stuff like corvette swarms than on offense against a cruiser or up. Cheaper Alloys cost than armor. Shields can be stacked higher than armour. Medium. In the original release version of the game I reliably went with energy weapons and was happy with the results. Yea, the problem with cavitation laser isn't that its penetration property isn't useful in comparison to the regular laser, rather the problem is that. Blocking shield : This type of shield generates a barrier that absorbs a certain amount of damage per unit of time. Vanilla stats: 50% orbital bombardment damage reduction; upkeep: 5 energy. Medium. Fleet design is so huge in Stellaris itd be a massive shame to see it reduced, at the end of the day it is already a rock paper scissors where you find out if the enemy fleets are heavy on anti-armour or anti-shield, what range they engage, and what the armour/shield make. 高维入侵(异次元入侵)是指来自另一空间维度的敌人入侵本世界。高维入侵是《群星》后期危机的一种。. In addition to that, explosives tend to have Penetration. Given that Stellaris' movement, war, etc. Against FE ion disrupters are still better due to the shield and armor penetration and low FE health pool. In addition to that, explosives tend to have Penetration. It then gets divided by 4, presumably to make it the type of number Paradox. In-combat regeneration occurs but its not a significant factor. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Does any one knows the difference? Some examples would be great. Shield damage have every gun +100%, which mean 1:1, except ↓. None of their ship ever produce debris and their ship configuration is quite deadly. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. Corvette Spam. 13. Armor hardening is better and easier to get than shield hardening. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. A new Stellaris update 3. Anything that has 100% penetration on BOTH needs to be shot. And it's the reason why Shield Penetration is a completely neglectable stat, unless you design a fleet either running 100% shield penetration, or any degree of shield penetration where enemy ships get destroyed before their shield runs out (and with armor, that's kinda impossible). The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. . Nothing like just ending the game via migrating pops to shield worlds and activating a Halo Array. The differences between the weapons are much more nuanced. 67. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. You want to have some shields because they can regenerate quickly between fights, while armor is generally more reliable. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. 30 sec (+25% shield bonus, +25% hull bonus) - 425 speed So if weapon have damage 8-14 with 100% armor penetration, that mean, weapon damage is actual 8. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. Disruptors and torpedoes should be removed and kinetics be given the shield penetration (railguns) and shield damage (autocannons) niches, and let energy weapons be good against armor and. 80% damage pierce. enemy leans much more torwards battle ships and. Shorter reload times, higher movement speeds, but lacks shield penetration. Missiles have 100% shield penetration like fighters. Everything with armor penetration focuses on most heavily armored targets with size factored in (after taking care of shields in case of kinetics). Corvettes with high evasion are really good too, and you should have those anyway. Penetration would seem to need a much more focused, clean. So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. Compare with Marauders : +25% hull damage, 20 dps. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. Defense platforms are finally very viable! What are your DP loadout? I always make three kinds of platforms: Artillery: Here I load the long distance boys, on side for a Neutron Lancher and the other side are Kinetic Artillery. Edit: my second guess is that it stops all shield penetration completely, like from fighters. systems would need to be given a careful examination though I'm not convinced that stealth would be good here without a total overhaul of those systems so we can design-in proper stealth support. Potentially best vs human opponents with point defense. Just don't expect much from Corvette shields. -Missiles stay as they are. Yea, the problem with cavitation laser isn't that its penetration property isn't useful in comparison to the regular laser, rather the problem is that. Or shield and some armor plus the crystal plate. g, 100% penetration vs 75% hardening means 25% of the damage goes through. 13. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. A quick search reveals that shield hardening apparently stacks. 04 0. Hello everybody. So after looking in the ship behaviour i found that there is actually a modifier in the targeting behaviour for the ships to focus on shields and armor, but for whatever reason armor penetration is calculated using the following formula. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). csv Looks like they have potentially powerful shots but no tracking and they can take a while to fire. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. Stellaris. 索林原虫的出现不需要任何先决条件。. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. 1? 0. 04 0. Stellaris. So you know how if you destroy the Hull you basically destroy the entire ship. So using them is a safe bet. Depends on who you're fighting. Corvettes armed with the torpedoes that have the same bonus are pretty good as well. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won't need to be taken. My fleet is using 31 of those battleships. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". the regular ships already take months to recharge after passing through a pulsar, the offspring ships correspondingly longer, and the.